Why we have made some of these changes
Our games are all about balance. We don't like to use or see some one beat or be beat by one specific thing, namely a very expensive character or regiment, we prefer a game that is multifaceted involving more than just the magic items and selection and placement of these items. This lends then game to more times that not to be decided by the players moves during them game and not during the Army creation phase of the game. We went through a phase where the name of the game was to find the most ruthless combos that in most cases involved magic items, this got old when the entire game was decided before the battle had begun. This is why we adopted some of these house rules in order to set up a system which isn't dependent on the army creation phase of the game. We also did not want to eliminate this phase, lets face it, it is one of the best parts of the game. Many of the rules including the banning and modifications of the items was based on the playing experience we have had over the years were a item has played (as we see it) too large of a role in determining the outcome of the game. So much of this is based on things that we have not enjoyed as part of our previous games. Now in no way are you required to do as we say or change the way you play in any way. If you and the people you play with enjoy using the items that we have banned then by all means continue to use these items.
Banned and Modified
Items
These are items that we see as a negative to the game
whether they be too powerful, or something that we feel just detracts from the game.
We feel that because this item totally ignores stats that it is too powerful, automatic wounds is too much for many things to handle, although this has been a debated item
It detracts from the game.
This item just ruins the game, ignores stats and is the best buy in the game, if it is not banned you take it to the table every time, it is too powerful.
Another item that ignores stats
This totally ignores stats...
What can't you kill with this?
This item has been modified so that no matter what the circumstances the bearer will always strike last in hand to hand combat. i.e. no Helm of Many Eyes + Executioners Axe or
Plaque of Dominion + Executioners Axe.This has been modified so that all test taken by the bearer or unit s/he is with is made with a modified leadership roll with Ld. base 10 ...i.e. not unmodified Ld. 10, if there are modifiers they apply to the roll.
Magic Items and Combos No
One Wants to See
In addition to the magic items that have been
banned above here are a few items you should avoid taking.
When we play with the Dwarf Army we modify some of
the rules that come in the Dwarf Rulebook. In most cases the changes are that the
Dwarf Army is not allowed to take Magic Items from the Magic Items book/list. In other cases we place
restrictions on the point values that a Dwarf army is allowed to take, example....The
Dwarf Army is only allowed to take items of 50 pts. or less value. We feel with the combined powers of Magic Items and Dwarf Runes the Dwarf army has a large
advantage that provides for combos that are to powerful.
We in most cases follow a simple set up procedure...
Terrain set up is done first
Players roll off, who ever has the higher roll has three possible choices... (Note)
Set Up Rules
or try Using the Pitch Battle rules found in the Battle Book
Flying Monsters
Large Flying monsters have been blacklisted, any
flying monster over 200 pts. has proven to be too powerful. A monster of this size
has a large advantage in stats, along with in most cases it carries a large
character. The monster provides the transportation to most any were, and a ability
to take hits to keep a character alive, while it wrecks it's opponents. Monsters
under 200 pts. are in most cases able to be killed and providing a medium for which
characters to move. This is in addition to the strong recordation that players do
not take flying monsters all together.
These are rules that we have adopted that do not fit into one category.
We have been playing a Campaign based around NFL Football. The basic concept is that all 12 armies are separated into two Conferences good and bad (Lizardman are treated as a good army, to make things balanced) and then are separated into two equal Divisions within the conference. A schedule is made for a 16 week season. Each player is to make a 1500 point army with the following modifications...
When the season is done, the division winners are found this is based on inter-divisional record; then on overall record; then on victory point totals. The next two top teams (wild cards) are found based on the best records excluding the division winners from both divisions (i.e. can come from the same division doesn't necessarily have to come from separate divisions) if there is a tie; then divisional records are used, then victory point totals are compared . These four teams are put into the playoffs, the division winners are the home team. The division winners each play one of the wild card teams and the winners advance to the conference finals where the team with the best overall record is the home team, the winners then advance to the Super Brawl where the game is played at a neutral venue and no army has a point advantage.
Second Campaign
Another campaign that we have started playing is
more of a traditional campaign. This one we aren't running, just participating
in. It is basically the campaign taken from the back of the Battle Book. It is
being run out of a store in our area, and if you have not got a chance to participate in a
campaign that involves more than your inner circle, try it. This campaign has been a
chance for us to meet many of the players in our area, and play new people. Back to
the campaign, it has a few modifications ... The events will take place for 5
months, with a final battle in the 5th month to determine a winner. This does
involve in the upwards of 25 to 30 people, so things have been separated into 2 divisions.
The rules of the game come from the battle book, with
each player starting out generating 3 territories from the chart, and using those
territories in addition to the base 1,500 points, 1 war machine, 1 level 1 mage, and 1 50
point magic item. Lost Valleys are re-rolled, as are campaign is called the Lost
Valley, wouldn't make sense to get it before the camping even starts. At the start
of each game a player chooses one of his territories to put up, the winner of the
game, gets to generate an additional territory, and choose between the loser's territory
or the one generated, and gets to keep the one he or she put up.
In addition the winner gains,
In the event of a tie there are no territories
generated but both players receive 1 point.
These points are use to determine the winner of each of
the divisions. The top two players at the end of the month play in a special game,
were the winner gains a special territory, and a position into the finals in the 5th
month. Some side rules ...
So far we are in the third month of the campaign, and things are going well. We have had a chance to meet allot of new players, and it has been an interesting opportunity to learn many new things, (mostly rules, you never know them all).
In the third month a new rule has been added to increase the number of participants in the final month. When selecting the territory to be put before each game, both players have to put up two territories, instead of the normal one territory. At the end of the game two territories are generated, and the winner gets his choice of two territories (between his opponents and the ones generated) in addition to the two that he or she put up